Oct 25, 2013
Insurgency - [NWI]Jeremy
Update October 25, 2013: We've got a fairly substantial update for you all today! You can see the changelist on our forums or you can read below for part of the changelist (the list is so big it exceeded the maximum character limit for this announcement):

Features -Added new "Strike" game mode which is a reinforcement based cache hunt mode, where one team must defend 4-5 weapon caches (depending on player count) against the other team, which must blow them all up before the round ends. Teams get unlimited reinforcements until there is only 1 cache remaining, at which point the defending team no longer has any reinforcements. Mode is supported by District, Heights, Market, Buhriz and Ministry. -Added new "Search and Destroy" game mode which is a single life mode with 1-2 weapon caches (depending on player count) where the attacking team must destroy one to win. Mode is supported by Contact, District, Heights, Market, Buhriz and Ministry. -Added C4 back into the game. C4 costs 4 supply and is the best way to destroy a weapons cache, although multiple frag grenades work too. You can get two C4s if you have a chest carrier. The Specialist role now has C4 by default. -New particle FX for explosions, muzzle flashes, car fires, smoke, impacts, and more. -New HUD elements implemented (e.g. relative team colors, objective icons and scoreboard). -Added new toggle Walk as the default walk in the game. If you preferred the old way of holding the Walk key down, you can change it back in Game Options. -Added the ability for destructible weapon caches to be used as objectives in Checkpoint and/or Push (currently this is only implemented in siege_coop on Checkpoint). Improvements -Visually updated maps: Heights, District and Market. -Greatly improved animation movement blending so players will now fully extend themselves when moving instead of appearing rigid like before. -Spectator reinforcement information is now a little bit more descriptive, depending on the game mode. No longer says "Waiting for reinforcements..." when there are no reinforcements left. -Improved the volume levels of footsteps. -Tweaked shotgun damage. -Kit selection now automatically comes up, and must be accepted before you can spawn for the first time (should be less confusing for new players). -Buying weapons, upgrades or gear won't give you the items as you buy them. Instead, it will give you the items when you close the menu (saves some bandwidth). -The VIP is now displayed as VIP in the kill feed. -The VIP can now see their teammates everywhere in the map. -In VIP and S&D your team receives a supply token if you win. -In VIP the escorting team now loses if time runs out. -Improved Coop bot count scaling based on how many people are playing. -Added console variable mp_coop_min_bots so the server can specify the minimum amount of bots on a server with 1 human player in Coop (it will scale up depending on what maxplayers is set to). -Improved Outpost mode so the bots find players better and the wave times are more appropriate. ... Bug Fixes -Fixed a major damage bug where players were being spawn protected for 30 seconds after they spawned, even if they left their spawn zone. Now players still get the spawn protection in certain modes, but it goes away as soon as they exit the spawn zone. -Fixed switch teams functionality (as well as mp_switchteamseachround) so it no longer crashes the server if there are a lot of players and team scores properly switch. -Fixed fall damage ...

C4 is back! Better be careful.. We will see ya on the servers!
Oct 25, 2013
Insurgency - JBlum
Update October 25, 2013: We've got a fairly substantial update for you all today! You can see the changelist on our forums or you can read below for part of the changelist (the list is so big it exceeded the maximum character limit for this announcement):

Features -Added new "Strike" game mode which is a reinforcement based cache hunt mode, where one team must defend 4-5 weapon caches (depending on player count) against the other team, which must blow them all up before the round ends. Teams get unlimited reinforcements until there is only 1 cache remaining, at which point the defending team no longer has any reinforcements. Mode is supported by District, Heights, Market, Buhriz and Ministry. -Added new "Search and Destroy" game mode which is a single life mode with 1-2 weapon caches (depending on player count) where the attacking team must destroy one to win. Mode is supported by Contact, District, Heights, Market, Buhriz and Ministry. -Added C4 back into the game. C4 costs 4 supply and is the best way to destroy a weapons cache, although multiple frag grenades work too. You can get two C4s if you have a chest carrier. The Specialist role now has C4 by default. -New particle FX for explosions, muzzle flashes, car fires, smoke, impacts, and more. -New HUD elements implemented (e.g. relative team colors, objective icons and scoreboard). -Added new toggle Walk as the default walk in the game. If you preferred the old way of holding the Walk key down, you can change it back in Game Options. -Added the ability for destructible weapon caches to be used as objectives in Checkpoint and/or Push (currently this is only implemented in siege_coop on Checkpoint). Improvements -Visually updated maps: Heights, District and Market. -Greatly improved animation movement blending so players will now fully extend themselves when moving instead of appearing rigid like before. -Spectator reinforcement information is now a little bit more descriptive, depending on the game mode. No longer says "Waiting for reinforcements..." when there are no reinforcements left. -Improved the volume levels of footsteps. -Tweaked shotgun damage. -Kit selection now automatically comes up, and must be accepted before you can spawn for the first time (should be less confusing for new players). -Buying weapons, upgrades or gear won't give you the items as you buy them. Instead, it will give you the items when you close the menu (saves some bandwidth). -The VIP is now displayed as VIP in the kill feed. -The VIP can now see their teammates everywhere in the map. -In VIP and S&D your team receives a supply token if you win. -In VIP the escorting team now loses if time runs out. -Improved Coop bot count scaling based on how many people are playing. -Added console variable mp_coop_min_bots so the server can specify the minimum amount of bots on a server with 1 human player in Coop (it will scale up depending on what maxplayers is set to). -Improved Outpost mode so the bots find players better and the wave times are more appropriate. ... Bug Fixes -Fixed a major damage bug where players were being spawn protected for 30 seconds after they spawned, even if they left their spawn zone. Now players still get the spawn protection in certain modes, but it goes away as soon as they exit the spawn zone. -Fixed switch teams functionality (as well as mp_switchteamseachround) so it no longer crashes the server if there are a lot of players and team scores properly switch. -Fixed fall damage ...

C4 is back! Better be careful.. We will see ya on the servers!
Insurgency - Argyll
Check out this week's episode of Insurgency Fight Night, streaming live on our official Twitch.tv/insurgencygame channel starting NOW!

This week we are joined by Altair of TacticalGaming.net community and will be playing some Insurgency on the beta branch of the game.

You can join in the test of a brand new cache destruction game mode - Strike - so flip the beta switch over and hop in combat!
Insurgency - Spearin
Check out this week's episode of Insurgency Fight Night, streaming live on our official Twitch.tv/insurgencygame channel starting NOW!

This week we are joined by Altair of TacticalGaming.net community and will be playing some Insurgency on the beta branch of the game.

You can join in the test of a brand new cache destruction game mode - Strike - so flip the beta switch over and hop in combat!
Insurgency - [NWI]Jeremy
See our forums for more information:

<a href="http://www.playinsurgency.com/forums/topic/2692-hot-fix-october-13-2013/">www.playinsurgency.com/forums/topic/2692-hot-fix-october-13-2013/</a>

- New Security VIP character.
- VIP now supported on Siege and Contact (fixed map script issues).
- Outpost gameplay and bot tweaks so the difficulty scales better.
- Fixed an exploit where players could lean while walking to be completely silent.
- Fixed some strange behavior in spawn protection calculation.
- Hunt now determines how many bots to spawn based on how many human players there are.
- New smoke grenade particle.
- Impact FX were tweaked so muzzle smoke is no longer over exaggerated.
Insurgency - JBlum
See our forums for more information:

http://www.playinsurgency.com/forums/topic/2692-hot-fix-october-13-2013/

- New Security VIP character.
- VIP now supported on Siege and Contact (fixed map script issues).
- Outpost gameplay and bot tweaks so the difficulty scales better.
- Fixed an exploit where players could lean while walking to be completely silent.
- Fixed some strange behavior in spawn protection calculation.
- Hunt now determines how many bots to spawn based on how many human players there are.
- New smoke grenade particle.
- Impact FX were tweaked so muzzle smoke is no longer over exaggerated.
Insurgency - [NWI]Jeremy
Just a reminder, we will be streaming tomorrow's Insurgency Fight Night on the front page of Twitch.tv.

Be sure to tune in and tell your friends to watch as we demonstrate the game and its new game modes!
Insurgency - JBlum
Just a reminder, we will be streaming tomorrow's Insurgency Fight Night on the front page of Twitch.tv.

Be sure to tune in and tell your friends to watch as we demonstrate the game and its new game modes!
Insurgency - [NWI]Jeremy
We are pleased to see everyone enjoying VIP and Outpost so far!

We have another update on the way. We've posted the changelog already, so you all can see what we have in store.

Check it out on our forums:
<a href="http://www.playinsurgency.com/forums/topic/2687-hot-fix-october-12-2013/">www.playinsurgency.com/forums/topic/2687-hot-fix-october-12-2013/</a>

Map and Game Mode Improvements

- Updated Ministry (VIP), Market (Coop) and Heights (Coop).
- VIP and Push now switch teams half way through playing a map.
- Push has been modified to consist of 5 minute start time with 5 waves for attackers and 15 waves for defenders. Each additional capture adds 5 waves for attacking team and 5 minutes to the timer.
- Checkpoint bot count now scales appropriately based on how many people are playing.
- Outpost games are now fixed to 5 rounds.

Other Important Fixes and Improvements

- Fixed potential crash where we were going over the limit of player class templates.
- Friendly VIP location is now displayed on the HUD at all times.
- VIP is now displayed in red on the map overview and HUD.
- Moving in crouched ADS is now silent.
- Footstep levels/volumes have been adjusted all around.
- New particle effects for weapon smoke and concrete bullet impacts.
- Updated player model blood decals.
- Fixed corrupt overview materials.
- Adjusted nextbot attack spread.
- Players do slightly more damage to teammates when mp_friendlyfire is enabled (default mp_friendlyfire_damage changed from 0.35 to 0.50).
- Freeze time at the start of a round is now set to 15 by default.
- Player speed is no longer reduced when in a restricted area. Player still may not shoot or sprint.
Insurgency - JBlum
We are pleased to see everyone enjoying VIP and Outpost so far!

We have another update on the way. We've posted the changelog already, so you all can see what we have in store.

Check it out on our forums:
http://www.playinsurgency.com/forums/topic/2687-hot-fix-october-12-2013/

Map and Game Mode Improvements

- Updated Ministry (VIP), Market (Coop) and Heights (Coop).
- VIP and Push now switch teams half way through playing a map.
- Push has been modified to consist of 5 minute start time with 5 waves for attackers and 15 waves for defenders. Each additional capture adds 5 waves for attacking team and 5 minutes to the timer.
- Checkpoint bot count now scales appropriately based on how many people are playing.
- Outpost games are now fixed to 5 rounds.

Other Important Fixes and Improvements

- Fixed potential crash where we were going over the limit of player class templates.
- Friendly VIP location is now displayed on the HUD at all times.
- VIP is now displayed in red on the map overview and HUD.
- Moving in crouched ADS is now silent.
- Footstep levels/volumes have been adjusted all around.
- New particle effects for weapon smoke and concrete bullet impacts.
- Updated player model blood decals.
- Fixed corrupt overview materials.
- Adjusted nextbot attack spread.
- Players do slightly more damage to teammates when mp_friendlyfire is enabled (default mp_friendlyfire_damage changed from 0.35 to 0.50).
- Freeze time at the start of a round is now set to 15 by default.
- Player speed is no longer reduced when in a restricted area. Player still may not shoot or sprint.
...